Breaking
The rules

How a match flows

Two halves, 40 minutes each. Stoppages are short — minor injuries are treated on the field, the clock keeps running for most of them. Half-time is 10–12 minutes.

The six-tackle rule. The team in possession gets six attempts to score or advance. After each tackle, the tackled player plays the ball with their foot to a teammate (the "play-the-ball"). The defending line has to retreat 10 metres before the next tackle.

The last tackle. Teams almost always kick on the sixth tackle — either deep downfield to pin opponents back, or with a high "bomb" their teammates can chase and contest. Running on the sixth tackle without scoring or kicking is rare and usually a mistake.

Tries. Scored by grounding the ball over the opponent's try-line. 4 points. The conversion (a kick at goal from a line in front of where the try was scored) is worth 2 more.

Penalties. A team awarded a penalty can opt to kick at goal (2 points), tap-and-go to attack quickly, or kick into touch and take a tap restart from where the ball went out. Drop goals (in open play) are worth 1 point and are usually used to win tight matches in the dying minutes.

Sin bins. Serious infringements get a 10-minute sin bin (the offending player leaves the field, team plays with 12). Very serious offences get a red card and the player is gone for the rest of the match.

For match nights at home, a sports-optimised soundbar makes commentary noticeably clearer.

Vocabulary

Commentator phrases worth knowing

Play-the-ball
The restart after a tackle. The tackled player stands, places the ball on the ground, and rolls it back with their foot to the dummy-half.
Dummy-half
The player (usually the hooker) who picks up the ball at every play-the-ball. The hub of any attacking move.
Set
A six-tackle sequence. "Good set" means the team made progress; "wasted set" means they didn't.
Bomb
A deliberately high kick on the last tackle, designed for an attacking player to contest in the air over a defender.
Grubber
A low kick along the ground, usually inside the opponent's 20-metre line, hoping for a teammate to regather and score.
40/20
A kick from inside your own 40-metre line that bounces into touch inside the opponent's 20-metre line. Earns the kicking team a tap restart at the spot — the most rewarding kick in the game.
Knock-on
Dropping the ball forward — a turnover. The defending team gets a scrum or tap restart.
Forward pass
Passing the ball in the direction of the opponent's try-line — illegal. All passes must go backwards or sideways.
Marker
The defender standing directly in front of the play-the-ball. Has to stay onside until the ball moves.
Charged-down
When a defender blocks an attempted kick with their body before the ball clears them. The ball remains live.
Crusher / shoulder charge
Dangerous tackle techniques that get penalised. The crusher forces the head down; shoulder charges are tackles without using the arms.
On report
A tackle that wasn't penalised in the moment but the referee has flagged for the match review committee to look at later.
Six-again
A ruck-speed rule (NRL from 2020, adopted more widely since) where a marginal defensive infringement resets the tackle count to zero instead of giving away a penalty — keeps the game flowing without stopping for a kick at goal.
Golden point
Sudden-death extra time used when scores are level at full time in finals/knockout matches (and some competitions' regular season) — first score wins, most commonly via a drop goal.
Line dropout / goal-line drop-out
A restart kick taken by the defending team from their own try-line, used when the attacking team is held up over the line or the ball is forced dead in-goal.
Bunker / Captain's Challenge
The video referee system used to review tries and other key decisions. Some competitions also allow team captains to formally challenge an on-field call for Bunker review.
Strip
Legally knocking or pulling the ball free from a tackled player's grasp before they're fully held — a turnover for the defending team.
Offload
A pass made while being tackled, often out of one hand, to keep an attacking movement alive instead of going into the play-the-ball.
Ball-and-all
When a tackled player is carried into touch (out of play) by defenders while still holding the ball — possession goes the other way via a scrum or handover, same as any touch-finder.
Repeat set
An additional set of six tackles awarded to the attacking team, usually after a goal-line drop-out or a defensive infringement close to the try-line.
Positions

What each number does

Players wear shirt numbers tied to specific positions, not arbitrary squad numbers (the way they are in football/soccer). The starting 13 are 1–13; bench is 14–17.

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